#include "AppDelegate.h"
#include "CGameScene.h"
#include <cstdlib>
#include <ctime>

USING_NS_CC;

#define __DEBUG__

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate() 
{
}

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::getInstance();
	CCEGLView* pEGLView = pDirector->getOpenGLView();
	if (!pEGLView)
	{
		pEGLView = GLView::create("Frozen Fruit");
		pEGLView->setFrameSize(640, 1136);
#ifdef __DEBUG__
		pEGLView->setFrameZoomFactor(0.6f);
#endif //__DEBUG__
		pDirector->setOpenGLView(pEGLView);
	}

#ifdef __DEBUG__
	// turn on display FPS
	pDirector->setDisplayStats(true);
#endif // __DEBUG__

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);

	// initialize random seed
	srand(time(NULL));

    // create a scene. it's an autorelease object
	CCScene& pScene = CGameScene::getInstance();

    // run
    pDirector->runWithScene(&pScene);

    return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    CCDirector::sharedDirector()->stopAnimation();

    // if you use SimpleAudioEngine, it must be pause
    // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    CCDirector::sharedDirector()->startAnimation();

    // if you use SimpleAudioEngine, it must resume here
    // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
